From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


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Male Dwarf Korak

After moving up the Rickety steps and coming out on the battlements Zedekiel is able to see one structure made entirely of wood. Unfortunately it's right by the front gate.

Lukasz there is no door to the outside here.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Following Zedekial up the tower to the battlements, Isabella glances over the edge into the sea before looking out over the prison grounds.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

I'm guessing a jump from here would be almost as bad as leaving through the privy downstairs?

She slaps the stone sharply, drawing the man's gaze back from the ramparts. "Good idea. A fire in the kitchen will be an adequate distraction to cover our escape, and may provide an explanation for the three poor souls that lost their lives in that room."

She chuckles softly as they head back down to the others and elaborate on the plan. "As soon as we get a flame going in the kitchen, we can run back up the tower and along the battlements to the front gate, as we originally planned. Hopefully, if we move fast enough, we'll be at the gate by the time the guards notice our distraction."

Isabella sneaks back to the kitchen and checks for any activity since they blocked the inside door. Noticing no one inside, she slips in and begins gathering everything flammable in a pile near the fireplace.


Male Dwarf Korak

Nope. Much much worse. But less disgusting. You do so, I assume you're gathering the scattered wood Grumblejack kicked out?

9


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Yup the scattered wood as well as any rags or cloths sitting about, and whatever wooden furniture is easy to move. The idea is to gather all our easy to move fire-making resources together, then distribute them about the room however is best. I'm not real certain about how to do any of this, but we needed somebody to get the ball rolling.

Craft Alchemy: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Looking about for explosive/flammable substances. Thinking along the lines of sacks of dry goods we can strategically position. Particularly oil/fat or anything that could be spread/utilized to make everything else more flammable.


Male Dwarf Korak

Yeah, Craft Alchemy has nothing to do with that. But you find sufficient material. What's your specific thought with the strategic placement besides setting the kitchen on fire.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Setting the kitchen on fire + make it look like an accident + looks like the accidental fire killed the 2 cooks & the guard. Also some measure of delay to give us time to get away.

EDIT: Also as big a fire as possible. :)


Male Dwarf Korak

Knowledge Engineering Or nature role please.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Knowledge Nature: 1d20 + 8 ⇒ (18) + 8 = 26


Male Dwarf Korak

You're able to remember the way a fire spreads and arrange the materials in a way that will seem natural. To do so you have to tug various pieces of furniture you previously moved back into approximately the same configuration. It takes about seven minutes to do this.

2

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo and Bleepos grinned at each other when the plan of starting a fire was made. Nobody knew fire like goblins! They rushed into the kitchen to help the female start it.
Got ninja'd. Was gonna help with the knowledge nature check.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter assist with moving the furniture into place.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Lukasz lends his strength to moving furniture about while suggesting that the goblins keep watch for any guards in the area.


Male Dwarf Korak

The moving is done. Kind of waiting for you guys to do something else.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Once everything is moved as to the specifics set by Isabella, Dexter finds some flammable materials and sets the fire.

"Time to go".

When we were in the tower previously did we see any guards on the battlements or in the Courtyard that we may have needed to worry about? I know Isabella made a Perception check when she was up there back on Tuesday but I don't see whether she saw any Guard activities.


Male Dwarf Korak

No. You didn't see any.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo and Bleepos stood staring at the fire for several moments as it spread across the kitchen. It was beautiful...

As the others started leaving the room, the two goblins snapped out of their reverie and rushed out. It was time to quit this place once and for all.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter heads back to the outside and fresh air hugging the walls to the building.

He turns to Isabella, "Is it wise to climb the tower again or will we just place ourselves in a bad way? Perhaps through the courtyard and to the front gate makes more sense? We can then use the window to get through the gate?"

Dexter searches around cautiously, Perception 1d20 + 5 ⇒ (4) + 5 = 9


Male Dwarf Korak

0

You hear the alarm being raised with a signal horn, dogs start barking from the direction of the front gate. The fire has been discovered before it could fully start, but that doesn't mean the guards can get it out quick enough. All you know, is this who area is about to become a hive of activity.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Isabella nods to Dexter, sparing a moment's glance to ensure the flame would take. "Well past any such time." She snaps her fingers once as she passes the goblins, patting Leekoo on the head. "I think the world will find we were never truly meant to be here, the eight of us. That is why we must leave this place as we are." She glances once more at the fire as she steps out the door.

Were I ninja'd in any other way! Not the excitement I was quite hoping for just yet :P

-----------------------------------

Isabella hisses at Dexter over the blaring of the horn, noting the barking of multiple dogs near the gate. "Our distraction may yet work. It might be too much to hope for now, that any guards on the walls will come down, but moving straight from this place to the gate is - at this moment, certainly - suicide."

With that she moves with stealthy purpose to the tower and the battements above.

Zedekial follows Isabella closely, the danger of their escape, and her taciturn efficiency obviously eliciting more than passing interest from him.

Same message; little more urgent. Can I do that with Zed? I kinda don't want him anymore, except for the potential betrayal benefit... two people is too much to do.. heh


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Lukasz nodded his head, holding the coiled rope and following after Isabella. Scanning his new associates, he sought out the most injured, spending the small reserve of divine energy he had on curing that individual.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6 on whoever is the most injured.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

"Leekoo Weekoo say we go. Leekoo Weekoo not go slow," Leekoo said as he followed Isabella.

Bleeps, goblin pirate, trailed behind, his eyes constantly straying back towards the flames. He fell further and further behind the others, until the goblin's love of fire grew too much for his little goblin heart. With an excited yell, he ran back to the burning kitchen and almost seemed to fly into the flames. A draft of hot wind carried his makeshift hat away, dropping it at Leekoo's feet.

Bending over, Leekoo placed the captain's hat on his head and gave a smirk. "Leekoo Weekoo captain now. Leekoo Weekoo show them how." And with that, Leekoo continued his journey to freedom.

Hope this was alright. Wasn't really wanting to keep playing both characters for an extended period of time.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter nods to Isabella and follows her to the Tower.

Stealth 1d20 + 5 ⇒ (8) + 5 = 13


Male Dwarf Korak

You get back to your previous position unseen. You see no guards at the gatehouse right now, but the darkness and distance makes it hard to to tell.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Looking back down toward the kitchen, Isabella watches the light from their distraction fire, looking for activity from the guards. "Shame about the Captain." She says, gazing toward the flames for a moment.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

"It's too far to be certain, but I believe we may now have a clear shot to the gate. Would you care to take the lead again, Captain Leekoo?"

She starts moving toward the gatehouse, keeping a low profile behind the walltop battlements.

"If all goes well, hopefully we can get over the wall at the gate, and make our way across the bridge to freedom."

We can move along the wall to the gatehouse, correct? At least does it appear we can, with the battlements going around to the gate?


Male Dwarf Korak

Yes, it does appear to be possible. And a perception check is not going to help on seeing things at the gatehouse, by rules it's a 40 DC from where you're at.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo, now Captain Leekoo, nodded wildly at Isabella, almost dislodging his new hat. And it was a great hat! Getting down on all fours once more, he crept up to the gatehouse and looked around, trying to spot any guard's that might be in his way.

Stealth: 1d20 + 13 ⇒ (3) + 13 = 16
Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Male Dwarf Korak

You have to get fairly close before you can see them, but they stand upon the roof of the gatehouse.
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 2 ⇒ (20) + 2 = 22

The two guards face the fire when one of them notices a shadow moving along the wall, this eagle eyed archer immediately turns and spots Captain Leekoo, calling out a warning, his partner immediately grabs a horn and sounds the alarm, soon several other calls sound back as the guard who saw Leekoo draws an arrow and shoots at the goblin.

Longbow: 1d20 + 2 ⇒ (19) + 2 = 21

Perception: 1d8 ⇒ 1
Despite his excellent shot the force behind the arrow is mostly negated by Leekoo's armor, the only thing you're sure of now is that the guards are now on high alert.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

With the jig up, Lukasz made a break for the main gate, preparing the last remaining patch to use, should they need it, and keeping his shield up against any incoming arrows.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter follow Lukasz drawing his dagger, "Let's hope that window allows us to get through the gate!" he whispers harshly into his fellow inmates ear.

He motions for Grumblejack to follow knowing that now, the group will sorely need the might of that Ogre.


Male Dwarf Korak

Luckasz and Dexter run for it, soon meeting up with Leekoo, Grumblejack follows them, more headed towards the fight than running from danger.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo snarled at the guard that shot at him, baring his pointed teeth, before bolting over to the others as the horn sounded. "Leekoo Weekoo got caught bad. Leekoo Weekoo now is mad," he said before running to with them to the wall. "Leekoo Weekoo say window. Leekoo Weekoo say we go."


As Leekoo pointed out, when you reach the gatehouse, you realize there is no route inside from here. Grumblejack growls out a plan of his own. Hand rhyming beastie bit of rope I throw him and then we hope. He points at towards the roof. Something in his tone suggests he'd care little if Leekoo where to die up there.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Dashing to keep up with the others, Isabella growls at the call-and-response of the horns. "We need to get to the other side of this gatehouse before the other guards arrive and turn this wall into a deathtrap."

Moot point, but Grumblejack's suggestion could've been a good final use for crazy little Bleepos. Man that's just bad luck that they spotted you.

She stares blankly at the ogre for a moment, before shaking her head and turning to Dexter, Lukasz, and Leekoo "We can't afford such a risky plan. If Leekoo survives the throw, and and we can use the rope to get up there, we could still be too slow to keep the guards from running him through. We should use the window to get into the gatehouse, and off this damn wall, and then figure out a way to the other side from there." She nods to Dexter. "Seeing how the time for silence has passed, it's probably best the ogre takes the lead now."

She hugs the wall of the gatehouse, hoping to avoid the guards' arrows by staying out of their line of sight.


Male Dwarf Korak

Izzy's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Grumblejack's Initiative: 1d20 - 1 ⇒ (17) - 1 = 16
Leekoo's Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Dexter's Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Lukasz' Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Guard's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Alright, for reference this is how we're doing battles from now on, it will be split up in several groups, in this case two. The guards get to go first, then the rest of you get to go, Leekoo is familiar with this and it works well, you don't have to wait on each other.

The second guard turns towards you his bow at the ready.

The two of them both shocked to see the ogre shoot him first.

Guard 1: 1d20 + 2 ⇒ (4) + 2 = 6
Guard 2: 1d20 + 2 ⇒ (3) + 2 = 5

Their terror causes their shots to go wide.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

"Lets move. Lukasz, make us a window. Grumblejack, you're the first one through." Isabella whips one of the kitchen knives up at the guards, biding time before their exit appears.

Thrown Dagger Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d4 ⇒ 3

I added penalties for an improvised thrown weapon.


Male Dwarf Korak

It's not improvised, it acts as a dagger and thus has a range of 10 feet


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Ah that would be 14 to hit then, minus any range penalties.


Male Dwarf Korak

The knife gets slapped away with a bow tumbling down into a court yard.

You can all go, I can describe the cumulative events after everybody's made their attack.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter holds his dagger hoping that Lukasz and the window get them out of this jam but knowing he may need it.

I will look over the side to see how far down the ground is hon the other side of the wall to judge if the rope would reach...

Perception1d20 + 5 ⇒ (1) + 5 = 6


Male Dwarf Korak

The gatehouse juts forward obscuring the path, what there is of the island is barren and jagged, you could try to land there and the rope would reach but moving through the area would be extremely perilous and possibly slow you down enough to get a contingent of guards in place to take you down.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo looked down the wall and whistled. "Leekoo Weekoo like to fly. Leekoo Weekoo not like die," he said before snarling up at the guards. "Leekoo Weekoo kick your butts. Leekoo Weekoo eat your guts!" With that, Leekoo looked over at the man with the shiney fabric filled with stuff.


Male Dwarf Korak

Grumblejack looks down at Leekoo as he tries to rip a piece of the masoned wall off the wall to throw at the archers. Little bigmouth want to fly, Grumblejack be happy to comply. Seriously though, could you cut back on the rhyming, I am getting a tad annoyed with it. Goblins don't rhyme EVERYTHING. I do however appreciate how far you've gotten into character.


Male Dwarf Korak

Botting Lukasz As the rest of you distract the guards Lukasz runs forward with the window slamming it into the side of the building a window appears in the side of it, big enough to be comfortable for small creatures and a squeeze for medium creatures. You hear people running up steps in the tower behind you. One thing's for sure, grumblejack isn't going with you through this way.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Round 2

Dexter turns to the Ogre, "You hold them here on the wall and we will get these doors open!"

Dexter will squeeze through the window and look for the stairs leading up, seeking to dispatch with the archers before they realize what is happening.

I assume that ends my round.


Male Dwarf Korak

Guard 1: 1d20 + 2 ⇒ (8) + 2 = 10
Guard 2: 1d20 + 2 ⇒ (1) + 2 = 3
As Dexter makes a run for it the two guards again shoot, one aiming at him, the other at Izzy but both again miss.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Watching the arrow intended for her shoot past, Isabella gives Grumblejack a hearty slap before following Dexter through the small window. Taking stock of their new surroundings, she also looks for a way up to the archers. Move action squeeze through the window

Perception: 1d20 + 6 ⇒ (1) + 6 = 7 feh..

"Come Leekoo!" She calls back through the opening, also giving Grumblejack as much encouragement as the situation allowed; "Fight through them if you can, ogre, and meet us at the front gate to earn your freedom!"

It's a shame to lose our newfound muscle in such a way, but he may buy us enough time to finally escape this insipid place.


Male Dwarf Korak

Lukasz climbs through the portal as well. It lets out into a largly empty room, the arrow slits within it would allow some skilled archers to protect the prison from outside and inside forces. on either end are 2 ladders, one going up to the bottom level, and one going up to the roof.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dexter turns to the rest, "Two of us up and take the archers, two of us down and secure the gate".

Dexter rushes up the stairs looking to take the guards unawares if possible, he does not want guards with their bows firing at the during an escape... Let me know if I get up fast enough to take an attack roll.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Leekoo cackles quietly with glee as he jumps through the magic hole in the wall. If only he had magic like that before...

As he went through, he noticed that the room had two exits, and walked over to the ladder going up. "Leekoo Weekoo go up high? Leekoo Weekoo make them die?" he asked Isabella. She was good to the little goblin, she knew Leekoo was special.


Male Dwarf Korak

You cannot. You hear a roar from behind you as two arrows hit their mark in the ogre. He stumbles and if any of you are paying attention you see Zedekiel fall off the wall as Grumblejack'You cannot hear the thud as he hits the ground below.

Your guys turn.

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